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Absolute Powerforce (ABPF-EN) Card Ratings

1. Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Absolute_Powerforce_(TCG-EN-1E)
Absolute Powerforce (ABPF-EN099)
Shield Worm
EARTH / Effect Monster / Level 4 / ATK 800 / DEF 2000
(Insect / Effect)
When this card is Summoned, it is changed to Defense Position. Then, send 1 card from the top of your opponent's Deck to the Graveyard for each face-up Insect-Type monster you control.
(Rare)
Pros: Easily obtained, high DEF, low Level
Cons: Effects aren't all that useful.
Absolute Powerforce (ABPF-EN098)
Skull Conductor
DARK / Effect Monster / Level 4 / ATK 2000 / DEF 0
(Zombie / Effect)
If this card is face-up on the field at the end of the Battle Phase, destroy it. You can send this card from your hand to the Graveyard to Special Summon up to 2 Zombie-Type monsters from your hand whose combined ATK is exactly 2000.
(Rare)
Pros: Easily obtained, high ATK, low Level
Cons: Typical negative effects for a strong Level 4 monster.
Absolute Powerforce (ABPF-EN097)
Zeman the Ape King
EARTH / Synchro Monster / Level 7 / ATK 2500 / DEF 1800
(Beast / Synchro / Effect)
1 DARK Tuner + 1 non-Tuner Beast-Type monster
If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. When an opponent's monster declares an attack, you can select that monster and send 1 monster from your hand or your side of the field to the Graveyard to negate the attack.
(Secret Rare)
Pros: Fairly strong, has attack protection and prevention
Cons: Hard to get, strict Synchro Materials
Absolute Powerforce (ABPF-EN096)
Underground Archnid
EARTH / Synchro Monster / Level 6 / ATK 2400 / DEF 1200
(Insect / Synchro / Effect)
1 DARK Tuner + 1 non-Tuner Insect-Type monster
If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. Once per turn, you can select 1 face-up monster your opponent controls, and equip it to this card. If this card would be destroyed by battle, you can destroy the monster equipped to this card by its effect instead. (You can only equip 1 monster at a time to this card.)
(Secret Rare)
Pros: Fairly strong, has attack protection, works like Relinquished (#1)
Cons: Hard to get, strict Synchro Materials
Absolute Powerforce (ABPF-EN095)
Shield Wing
WIND / Effect Monster / Level 2 / ATK 0 / DEF 900
(Winged Beast / Effect)
Up to twice per turn, if this card would be destroyed by battle, it is not destroyed.
(Secret Rare)
Pros: Searchable, relatively decent effect
Cons: Hard to get, no other effects
Absolute Powerforce (ABPF-EN094)
Evil Blast
TRAP / Normal Trap
Activate only when a monster is Special Summoned to your opponent's side of the field. Equip this card to that monster. It gains 500 ATK. During each of your opponent's Standby Phases, inflict 500 damage to your opponent.
(Rare)
Pros: Easy to obtain and play
Cons: Bad overall effects
Absolute Powerforce (ABPF-EN093)
Viser Des
DARK / Effect Monster / Level 4 / ATK 500 / DEF 1200
(Fiend / Effect)
When this card is Normal Summoned, select 1 monster your opponent controls. Destroy that monster during your 3rd Standby Phase after the Summon. This card cannot be destroyed by battle until this effect is resolved.
(Rare)
Pros: Easy to obtain, searchable
Cons: Effects are very slow or just bad.
Absolute Powerforce (ABPF-EN092)
Chimera the Flying Mythical Beast
WIND / Fusion Monster / Level 6 / ATK 2100 / DEF 1800
(Beast / Fusion / Effect)

"Gazelle the King of Mythical Beasts" + "Berfomet"
(This monster is always treated as a "Phantom Beast" monster.)
When this card is destroyed, you can select and Special Summon either "Berfomet" or "Gazelle the King of Mythical Beasts" from your Graveyard.
(Rare)
Pros: Easy to obtain, nostalgia
Cons: Strict Fusion Materials, not very good effect
Absolute Powerforce (ABPF-EN091)
Berfomet
DARK / Effect Monster / Level 5 / ATK 1400 / DEF 1800
(Fiend / Effect)
When this card is Normal or Flip Summoned, you can add 1 "Gazelle the King of Mythical Beasts" from your Deck to your hand.
(Rare)
Pros: Easy to obtain, nostalgia
Cons: Poor stats for its Level, bad effect. No other effects.
Absolute Powerforce (ABPF-EN090)
Gale Dogra
EARTH / Effect Monster / Level 2 / ATK 650 / DEF 600
(Insect / Effect)
You can pay 3000 Life Points to send 1 monster from your Extra Deck to the Graveyard.
(Rare)
Pros: Easy to obtain, searchable
Cons: REALLY bad effect.
Absolute Powerforce (ABPF-EN089)
Core Transport Unit
SPELL / Continuous Spell
Once per turn, you can discard 1 card to add 1 "Iron Core of Koa'ki Meiru" from your Deck to your hand.
(Secret Rare)
Pros: Easy to use
Cons: Limited to an Archetype, hard to obtain
Absolute Powerforce (ABPF-EN088)
Earthbound Linewalker
DARK / Effect Monster / Level 4 / ATK 1200 / DEF 1900
(Fiend / Effect)
"Earthbound Immortal" monsters cannot be destroyed by their own effects.
(Secret Rare)
Pros: Searchable, high DEF, low Level, not bad effect
Cons: Hard to obtain, no other effects
Absolute Powerforce (ABPF-EN087)
Djinn Disserere of Rituals
DARK / Effect Monster / Level 1 / ATK 200 / DEF 200
(Fiend / Effect)
When you Ritual Summon a Ritual Monster, you can remove from play this card from your Graveyard as 1 of the monsters required for the Ritual Summon. The monster Ritual Summoned using this card is not affected by Trap Cards.
(Secret Rare)
Pros: Searchable, Ritual Monster support
Cons: Hard to obtain, low stats, relies on Ritual Summons
Absolute Powerforce (ABPF-EN086)
The Dragon Dwelling in the Deep
WATER / Effect Monster / Level 4 / ATK 1700 / DEF 1400
(Sea Serpent / Effect)
Place 1 Ocean Counter on this card during each player's Standby Phases. When this card is removed from the field, all Fish-Type and Sea Serpent-Type monsters you control gain 200 ATK for each Ocean Counter on this card, until the End Phase.
(Super Rare)
Pros: Easy to play
Cons: Pretty poor stats and effects
Absolute Powerforce (ABPF-EN085)
Dragonic Guard
FIRE / Effect Monster / Level 4 / ATK 1500 / DEF 1800
(Dragon / Effect)
Each time a monster is Normal Summoned or Set, place 1 Dragonic Counter on this card. You can send this face-up card to the Graveyard to Special Summon 1 Dragon-Type monster from your Deck whose Level is less than or equal to the number of Dragonic Counters on this card.
(Super Rare)
Pros: Easy to play, searchable
Cons: Main effect is pretty slow
Absolute Powerforce (ABPF-EN084)
Cactus Bouncer
EARTH / Effect Monster / Level 4 / ATK 1800 / DEF 300
(Plant / Effect)
This card cannot be Special Summoned. While a Plant-Type monster other than this card is face-up on the field, neither player can Special Summon monsters.
(Secret Rare)
Pros: Easy to play, strong ATK for its Level
Cons: Bad effects, hard to obtain
Absolute Powerforce (ABPF-EN083)
Super-Nimble Mega Hamster
EARTH / Effect Monster / Level 4 / ATK 1100 / DEF 1800
(Beast / Flip / Effect)
FLIP: You can Special Summon 1 Level 3 or lower Beast-Type monster from your Deck in face-down Defense Position.
(Super Rare)
Pros: Easy to play, high DEF
Cons: Monster must be Set to use the effect, effect is also poor
Absolute Powerforce (ABPF-EN082)
Alchemist of Black Spells
WIND / Effect Monster / Level 4 / ATK 1200 / DEF 1800
(Spellcaster / Effect)
Once per turn, you can change this face-up Attack Position card you control to face-up Defense Position and place 1 Spell Counter on a face-up card you control that you can place a Spell Counter on.
(Ultra Rare) & (Ultimate Rare)
Pros: Easy to play, high DEF
Cons: Has to be in Attack Mode to even use its effect
Absolute Powerforce (ABPF-EN081)
XX-Saber Emmersblade
EARTH / Effect Monster / Level 3 / ATK 1300 / DEF 800
(Insect / Effect)
When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 Level 4 or lower "X-Saber" monster from your Deck.
(Secret Rare)
Pros: Easy to play, searchable
Cons: Limited to an Archetype, hard to obtain
Absolute Powerforce (ABPF-EN080)
Inverse Universe
TRAP / Normal Trap
Switch the ATK and DEF of all face-up Effect Monsters on the field.
(Common)
Pros: Easy to play and obtain
Cons: Limited uses, not one-sided
Absolute Powerforce (ABPF-EN079)
Widespread Dud
TRAP / Continuous Trap
Select 2 face-up Attack Position monsters on the field. When any of the selected monsters are removed from the field, destroy this card. When this card is destroyed, destroy the selected monster(s).
(Common)
Pros: Easy to play and obtain
Cons: Does nothing until one of the monsters is removed from the field
Absolute Powerforce (ABPF-EN078)
Psi-Curse
TRAP / Normal Trap
Activate only when a face-up Psychic-Type monster you control is destroyed by battle with an opponent's attacking monster and sent to the Graveyard. Destroy the attacking monster, and inflict damage to your opponent equal to the Level of your destroyed Psychic-Type monster x 300.
(Common)
Pros: Easy to play and obtain
Cons: Poor end result once activated
Absolute Powerforce (ABPF-EN077)
Tuner's Scheme
TRAP / Continuous Trap
Activate only when a Synchro Monster is Special Summoned to your opponent's side of the field. Take control of that Synchro Monster. Remove it from play when it is destroyed. Destroy this card when that monster is removed from the field.
(Super Rare)
Pros: Easy to play, gives you permanent control of the Synchro Monster
Cons: Does not work on other Summons
Absolute Powerforce (ABPF-EN076)
Forgotten Temple of the Deep
TRAP / Continuous Trap
While this card is on the field, this card's name is treated as "Umi". Once per turn, you can select and remove from play 1 face-up Level 4 or lower Fish-Type, Sea Serpent-Type or Aqua-Type monster you control. (This effect can be activated during either player's turn.) Special Summon it during your End Phase.
(Common)
Pros: Effect activated during either player's turn
Cons: Slower than regular Field Spells, effects are very limited
Absolute Powerforce (ABPF-EN075)
Alien Brain
TRAP / Normal Trap
Activate only when a Reptile-Type monster you control is destroyed by battle with an opponent's attacking monster and sent to the Graveyard. Take control of the attacking monster, and treat it as a Reptile-Type monster.
(Common)
Pros: Easy to play and obtain, gives you permanent control of the opponent's monster
Cons: Doesn't work if the destroyed monster isn't Reptile
Absolute Powerforce (ABPF-EN074)
Machine King - 3000 B.C.
TRAP / Continuous Trap
After activation, Special Summon this card; it is treated as an Effect Monster Card
(Machine-Type/EARTH/Level 4/ATK 1000/DEF 1000). You cannot Normal or Special Summon another monster the turn you activate this card. Once per turn, you can Tribute 1 Machine-Type monster to have this card gain ATK equal to the Tributed monster's ATK, until the End Phase. (This card is still treated as a Trap Card.)
(Common)
Pros: Easy to play and obtain
Cons: Effects are quite poor
Absolute Powerforce (ABPF-EN073)
Saber Hole
TRAP / Counter Trap
Activate only while you control a face-up "X-Saber" monster. Negate the Summon of a monster and destroy it.
(Super Rare)
Pros: Negates a Summoned monster and destroys it
Cons: Limited to an Archetype
Absolute Powerforce (ABPF-EN072)
Core Blast
TRAP / Continuous Trap
You can only activate this card's effect while you control a face-up "Koa'ki Meiru" monster. Once per turn, during your Standby Phase, if your opponent controls more monsters than you do, you can destroy a number of cards your opponent controls so that your opponent will control the same number of cards as you control monsters.
(Rare)
Pros: Easy to play and obtain
Cons: Limited to an Archetype
Absolute Powerforce (ABPF-EN071)
Lair Wire
TRAP / Normal Trap
Remove from play 1 Insect-Type monster from your Graveyard and select 1 monster your opponent controls. Destroy the selected monster.
(Common)
Pros: Easy to play and obtain
Cons: Costs a monster to destroy a monster
Absolute Powerforce (ABPF-EN070)
Call of the Reaper
TRAP / Normal Trap
Activate only when a monster(s) is Special Summoned from your Graveyard. Select and Special Summon 1 "Supay" or 1 "Fire Ant Ascator" from your Graveyard.
(Common)
Pros: Easy to play and obtain
Cons: Revives 1 of two poor Effect Monsters
Absolute Powerforce (ABPF-EN069)
Destruct Potion
TRAP / Normal Trap
Select 1 monster you control. Destroy it, and gain Life Points equal to its ATK.
(Common)
Pros: Easy to play and obtain
Cons: Limited to monsters you control
Absolute Powerforce (ABPF-EN068)
Offering to the Immortals
TRAP / Normal Trap
Activate only when your opponent's monster declares a direct attack while you have 3000 or less Life Points. Negate the attack and Special Summon 2 "Ceremonial Tokens"
(Rock-Type/EARTH/Level 1/ATK 0/DEF 0) and add 1 "Earthbound Immortal" card, "Earthbound Revival" or "Roar of the Earthbound" from your Deck to your hand. "Ceremonial Tokens" cannot be Tributed, except for a Tribute Summon of an "Earthbound Immortal" monster and cannot be used as Synchro Material Monsters.
(Rare)
Pros: Easy to obtain
Cons: Strict activation requirements, risky to play overall
Absolute Powerforce (ABPF-EN067)
Meteor Flare
TRAP / Normal Trap
Activate by sending 2 cards from your hand to the Graveyard while your opponent has more than 3000 Life Points. Inflict 2000 damage to your opponent. If this card is in the Graveyard, you can add it to your hand instead of conducting your normal draw during your Draw Phase.
(Common)
Pros: Easy to play and obtain, recycles itself
Cons: Cannot be used if the opponent has 3000 or less Life Points
Absolute Powerforce (ABPF-EN066)
Serpent Suppression
TRAP / Continuous Trap
Face-up Attack Position monsters your opponent controls with 0 ATK cannot be destroyed by battle by "Reptilianne" monsters.
(Common)
Pros: Easy to play and obtain
Cons: Limited to an Archetype
Absolute Powerforce (ABPF-EN065)
Nature's Reflection
TRAP / Normal Trap
During this turn, any effect activated by your opponent that would inflict damage becomes an effect that inflicts damage to their Life Points.
(Common)
Pros: Easy to play and obtain
Cons: Effect only applies for 1 turn, limited to effect damage
Absolute Powerforce (ABPF-EN064)
Fiendish Chain
TRAP / Continuous Trap
Select 1 face-up Effect Monster on the field. Its effect(s) is negated, and it cannot attack. If it is destroyed, destroy this card.
(Super Rare)
Pros: Easy to play, decent effects
Cons: Limited to 1 monster on the field
Absolute Powerforce (ABPF-EN063)
Changing Destiny
TRAP / Normal Trap
Activate only when an opponent's monster declares an attack. Negate the attack and change it to Defense Position. It cannot change its battle position while it is face-up on the field. Then, your opponent selects and applies 1 of these effects:
● Gain Life Points equal to half the ATK of the monster whose attack was negated.
● Inflict damage to your opponent equal to half the ATK of the monster whose attack was negated.
(Common)
Pros: Easy to play and obtain
Cons: Opponent chooses bulleted effect
Absolute Powerforce (ABPF-EN062)
Synchro Control
SPELL / Quick-Play Spell
Activate only if you have no Synchro Monsters on your side of the field or in your Graveyard. Pay 1000 Life Points and select 1 face-up Synchro Monster your opponent controls. Take control of the selected monster until the End Phase of your turn.
(Super Rare)
Pros: Gives you control of 1 opponent's Synchro Monster
Cons: Strict activation requirements, only gives you temporary control of the Synchro
Absolute Powerforce (ABPF-EN061)
Pot of Benevolence
SPELL / Normal Spell
Select 2 cards from the Graveyard(s), and shuffle them into their owner's Deck(s). After activation, remove this card from play instead of sending it to the Graveyard. You can only activate 1 "Pot of Benevolence" per turn.
(Common)
Pros: Easy to play and obtain
Cons: Effect is largely unhelpful
Absolute Powerforce (ABPF-EN060)
Ritual Cage
SPELL / Continuous Spell
You take no Battle Damage from battles involving a face-up Ritual Monster you control. Also, face-up Ritual Monsters you control cannot be targeted or destroyed by the effects of Effect Monsters.
(Rare)
Pros: Easy to play and obtain, supports Ritual Monsters
Cons: Does not apply to non-Ritual Monsters
Absolute Powerforce (ABPF-EN059)
Ascending Soul
SPELL / Continuous Spell
Once per turn, when a Ritual Monster is Ritual Summoned, you can select and add to your hand 1 monster in your Graveyard that was Tributed for the Ritual Summon.
(Rare)
Pros: Easy to play and obtain, supports Ritual Monsters
Cons: Retrieves only 1 monster used in Ritual Summon
Absolute Powerforce (ABPF-EN058)
Ritual of Destruction
SPELL / Ritual Spell
This card is used to Ritual Summon "Garlandolf, King of Destruction". You must also Tribute monsters whose total Levels equal 7 or more from the field or your hand. During your Main Phase, you can remove from play this card from your Graveyard. If you do, during this turn, any monster destroyed by battle with a Ritual Monster you control will be returned to the top of the Deck instead of being sent to the Graveyard.
(Common)
Pros: Easy to play and obtain
Cons: Cannot Ritual Summon other Ritual Monsters, bonus effect is poor
Absolute Powerforce (ABPF-EN057)
Machine Assembly Line
SPELL / Continuous Spell
All face-up Machine-Type monsters on the field gain 200 ATK. Each time a Machine-Type monster(s) on the field is destroyed, place 2 Junk Counters on this card. You can send this card to the Graveyard to select and Special Summon 1 Machine-Type monster from your Graveyard, whose Level is less than or equal to the number of Junk Counters on this card.
(Common)
Pros: Easy to play and obtain
Cons: ATK boost is very low, limited to Machine Decks, other effect is pretty slow
Absolute Powerforce (ABPF-EN056)
Gravekeeper's Stele
SPELL / Normal Spell
Select 2 "Gravekeeper's" monsters in your Graveyard and add them to your hand. This effect cannot be negated by the effect of "Necrovalley".
(Common)
Pros: Easy to play and obtain
Cons: Limited to an Archetype
Absolute Powerforce (ABPF-EN055)
Iron Core Specimen Lab
SPELL / Field Spell
During each of your End Phases, destroy this card unless you reveal 1 "Iron Core of Koa'ki Meiru" in your hand. Each time a "Koa'ki Meiru" monster on the field is destroyed during the End Phase, its owner can add 1 "Koa'ki Meiru" monster from their Deck to their hand.
(Super Rare)
Pros: Easy to play
Cons: Limited to an Archetype, self destructs like the Main Deck monsters do.
Absolute Powerforce (ABPF-EN054)
Spiders' Lair
SPELL / Continuous Spell
Once per turn, you can select 1 face-up Insect-Type monster you control. While this card remains on the field, any opponent's monster that battles with one of those monsters is changed to Defense Position at the end of the Battle Phase, and cannot change its battle position while this card is on the field.
(Common)
Pros: Easy to play and obtain
Cons: Limited to Insect Decks, effect is pretty slow
Absolute Powerforce (ABPF-EN053)
Power Pickaxe
SPELL / Equip Spell
Once per turn, you can select and remove from play 1 monster in your opponent's Graveyard whose Level is less than or equal to the equipped monster's, and have the equipped monster gain 500 ATK until the End Phase.
(Rare)
Pros: Easy to play and obtain
Cons: Boost is small and temporary
Absolute Powerforce (ABPF-EN052)
Break! Draw!
SPELL / Equip Spell
Equip only to a Machine-Type monster. When the equipped monster destroys an opponent's monster by battle and sends it to the Graveyard, draw 1 card. Destroy this card during your 3rd End Phase after activation.
(Common)
Pros: Easy to play and obtain
Cons: Destroys itself after your 3rd End Phase from activation, only works with Machine monsters
Absolute Powerforce (ABPF-EN051)
Rocket Pilder
SPELL / Equip Spell
While the equipped monster is attacking, it cannot be destroyed by battle. (Damage calculation is applied normally.) At the end of the Damage Step when the equipped monster attacks, the attack target monster loses ATK equal to the ATK of the equipped monster, until the End Phase.
(Common)
Pros: Easy to play and obtain, prevents the equipped monster's destruction in battle
Cons: Effect is slow and temporary
Absolute Powerforce (ABPF-EN050)
Temple of the Sun
SPELL / Continuous Spell
Face-up monsters you control that were Special Summoned from the Graveyard gain 300 ATK.
(Common)
Pros: Easy to play and obtain
Cons: Very poor effect, no other effects
Absolute Powerforce (ABPF-EN049)
Viper's Rebirth
SPELL / Normal Spell
Activate only if all monsters in your Graveyard are Reptile-Type. Select 1 non-Tuner monster in your Graveyard. Special Summon it. Destroy it during the End Phase.
(Common)
Pros: Easy to obtain
Cons: Very poor effects, limited to Reptile Decks.
Absolute Powerforce (ABPF-EN048)
Advance Force
SPELL / Continuous Spell
You can Tribute 1 Level 5 or higher monster to Tribute Summon a Level 7 or higher monster.
(Common)
Pros: Easy to play and obtain, supports Tribute Summons
Cons: Does not Special Summon the new monster, only uses Level 5 or higher monsters
Absolute Powerforce (ABPF-EN047)
Reptilianne Rage
SPELL / Equip Spell
The equipped monster is treated as Reptile-Type. It gains 800 ATK. When this card is destroyed and sent to the Graveyard, select 1 face-up monster your opponent controls. It loses 800 ATK.
(Common)
Pros: Easy to play and obtain, provides a fairly decent boost
Cons: ATK loss is not instantly applied
Absolute Powerforce (ABPF-EN046)
Variety Comes Out
SPELL / Quick-Play Spell
Return 1 face-up Synchro Monster you control to the Extra Deck to select and Special Summon a Tuner monster(s) from your Graveyard, whose total Levels equal the Level of that Synchro Monster. You cannot Synchro Summon the turn you activate this card.
(Common)
Pros: Easy to play and obtain
Cons: Only revives Tuner monsters, prevents Synchro Summons the turn it's activated
Absolute Powerforce (ABPF-EN045)
Cards of Consonance
SPELL / Normal Spell
Discard 1 Dragon-Type Tuner monster with 1000 or less ATK to draw 2 cards.
(Super Rare)
Pros: Easy to play
Cons: Only works with Dragon-Type Tuners that have 1000 or less ATK.
Absolute Powerforce (ABPF-EN044)
XX-Saber Hyunlei
EARTH / Synchro Monster / Level 6 / ATK 2300 / DEF 1300
(Warrior / Synchro / Effect)
1 Tuner + 1 or more non-Tuner "X-Saber" monsters
When this card is Synchro Summoned, you can select and destroy up to 3 Spell or Trap Cards on the field.
(Ultra Rare) & (Ultimate Rare)
Pros: Relatively potent effect
Cons: Strict non-Tuners, effect only applies when Synchro Summoned
Absolute Powerforce (ABPF-EN043)
Moon Dragon Quilla
DARK / Synchro Monster / Level 6 / ATK 2500 / DEF 2000
(Dragon / Synchro / Effect)
"Supay" + 1 or more non-Tuner monsters
When this card is selected as an attack target, gain Life Points equal to half the attacking monster's ATK. If this card on the field is destroyed, you can Special Summon 1 "Sun Dragon Inti" from your Graveyard.
(Ultra Rare) & (Ultimate Rare)
Pros: Strong stats for its Level, relatively decent effects
Cons: Strict Tuner requirement, does not revive itself if destroyed
Absolute Powerforce (ABPF-EN042)
Sun Dragon Inti
LIGHT / Synchro Monster / Level 8 / ATK 3000 / DEF 2800
(Dragon / Synchro / Effect)
"Fire Ant Ascator" + 1 or more non-Tuner monsters
When this card is destroyed by battle and sent to the Graveyard, destroy the monster that destroyed this card, and inflict damage to your opponent equal to half that monster's ATK. If this card on the field is destroyed, during the Standby Phase of the next turn, you can Special Summon 1 "Moon Dragon Quilla" from your Graveyard.
(Ultra Rare) & (Ultimate Rare)
Pros: Strong stats for its Level, relatively decent effects
Cons: Strict Tuner requirement, does not revive itself if destroyed, revival effect is slow
Absolute Powerforce (ABPF-EN041)
Drill Warrior
EARTH / Synchro Monster / Level 6 / ATK 2400 / DEF 2000
(Warrior / Synchro / Effect)
"Drill Synchron" + 1 or more non-Tuner monsters.
Once per turn, during your Main Phase, you can halve this card's ATK (permanently). If you do, it can attack your opponent directly this turn. Once per turn, during your Main Phase, you can discard 1 card and remove this card from play. During your next Standby Phase, Special Summon this card, if removed by this effect. Then, add 1 Monster Card from your Graveyard to your hand.
(Ultra Rare) & (Ultimate Rare)
Pros: Can attack directly, strong stats for its Level
Cons: Strict Tuner requirement, poor other effects
Absolute Powerforce (ABPF-EN040)
Majestic Red Dragon
DARK / Synchro Monster / Level 10 / ATK 4000 / DEF 3000
(Dragon / Synchro / Effect)
"Majestic Dragon" + "Red Dragon Archfiend" + 1 non-Tuner monster
This card cannot be destroyed by card effects. If this card attacks, destroy all Defense Position monsters on the field after damage calculation. Once per turn, you can negate the effect(s) of 1 face-up monster your opponent controls and have this card gain ATK equal to the negated monster's ATK, until the End Phase. During the End Phase, return this card from the field to the Extra Deck, and Special Summon 1 "Red Dragon Archfiend" from your Graveyard.
(Ultra Rare), (Ultimate Rare) & (Ghost Rare)
Pros: Strong stats for its Level, potent effects
Cons: Returns to the Extra Deck at the End Phase, strict Synchro Material requirements
Absolute Powerforce (ABPF-EN039)
Garlandolf, King of Destruction
DARK / Ritual Monster / Level 7 / ATK 2500 / DEF 1400
(Fiend / Ritual / Effect)

This card can only be Ritual Summoned with the Ritual Spell Card, "Ritual of Destruction". When this card is Ritual Summoned, destroy all other face-up monsters on the field with DEF less than or equal to this card's ATK. This card gains 100 ATK for each monster destroyed by this effect.
(Ultra Rare) & (Ultimate Rare)
Pros: Potent first effect
Cons: Weak stats for its Level, last effect is poor
Absolute Powerforce (ABPF-EN038)
Djinn Prognosticator of Rituals
DARK / Effect Monster / Level 3 / ATK 400 / DEF 300
(Fiend / Effect)
When you Ritual Summon a Ritual Monster, you can remove from play this card from your Graveyard as 1 of the monsters required for the Ritual Summon. When the monster Ritual Summoned using this card inflicts Battle Damage to your opponent, your opponent must select and discard 1 card.
(Rare)
Pros: Searchable and easy to obtain, supports Ritual Monsters
Cons: Poor last effect
Absolute Powerforce (ABPF-EN037)
Djinn Cursenchanter of Rituals
DARK / Effect Monster / Level 4 / ATK 1700 / DEF 1000
(Fiend / Effect)
When you Ritual Summon a Ritual Monster, you can remove from play this card from your Graveyard as 1 of the monsters required for the Ritual Summon. While the monster Ritual Summoned using this card is face-up on the field, Synchro Monsters' effects are negated.
(Rare)
Pros: Easy to obtain, supports Ritual Monsters, counters Synchro Monsters
Cons: Last effect includes your Synchro Monsters
Absolute Powerforce (ABPF-EN036)
Oilman
EARTH / Effect Monster / Level 2 / ATK 400 / DEF 400
(Machine / Union / Effect)
Once per turn, during your Main Phase, you can equip this card to a Machine-Type monster you control as an Equip Card, OR unequip it to Special Summon this card in face-up Attack Position. While equipped to a monster by this effect, if the equipped monster destroys an opponent's monster by battle, draw 1 card. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
(Common)
Pros: Searchable and easy to obtain, supports Machine monsters
Cons: Not useful if not equipped
Absolute Powerforce (ABPF-EN035)
Cyber Dragon Zwei
LIGHT / Effect Monster / Level 4 / ATK 1500 / DEF 1000
(Machine / Effect)
If this card attacks an opponent's monster, this card gains 300 ATK during the Damage Step only. Once per turn, you can reveal 1 Spell Card in your hand to treat this card's name as "Cyber Dragon" until the End Phase. This card's name is treated as "Cyber Dragon" while in the Graveyard.
(Rare)
Pros: Searchable and easy to obtain, counts as Cyber Dragon (#1)
Cons: Does not count as Cyber Dragon unless effect is activated
Absolute Powerforce (ABPF-EN034)
Gundari
FIRE / Effect Monster / Level 4 / ATK 1000 / DEF 200
(Pyro / Spirit / Effect)
This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. If this card battles a Synchro Monster, return both monsters to their owner's hands at the start of the Damage Step (without damage calculation).
(Common)
Pros: Searchable and easy to obtain
Cons: Is a Spirit monster, has poor effects
Absolute Powerforce (ABPF-EN033)
Consecrated Light
LIGHT / Effect Monster / Level 1 / ATK 0 / DEF 0
(Fairy / Effect)
Neither player can Normal or Special Summon DARK monsters or declare an attack with a DARK monster. This card cannot be destroyed by battle with a DARK monster, and you take no Battle Damage from that battle.
(Short Print Common)
Pros: Searchable and easy to play, potent effects
Cons: Cannot apply 2nd effect unless a DARK monster is already on the field
Absolute Powerforce (ABPF-EN032)
Codarus
WATER / Effect Monster / Level 4 / ATK 1400 / DEF 1200
(Sea Serpent / Effect)
You can send 1 face-up "Umi" you control to the Graveyard to select up to 2 cards your opponent controls and send them to the Graveyard.
(Common)
Pros: Searchable and easy to play, somewhat decent effect
Cons: Effect result gives you little advantage
Absolute Powerforce (ABPF-EN031)
Pandaborg
WATER / Effect Monster / Level 4 / ATK 1700 / DEF 1400
(Psychic / Effect)
When this card is destroyed by battle and sent to the Graveyard, you can pay 800 Life Points to Special Summon 1 Level 4 Psychic-Type monster from your Deck.
(Common)
Pros: Easy to play, effect fee is low
Cons: Limited to Psychic Decks
Absolute Powerforce (ABPF-EN030)
Shreddder
EARTH / Effect Monster / Level 4 / ATK 1600 / DEF 1000
(Machine / Effect)
Once per turn, you can send 1 Machine-Type monster from your hand to the Graveyard to destroy 1 face-up monster your opponent controls whose Level is less than or equal to that monster's.
(Common)
Pros: Easy to play and obtain
Cons: Effect is once per turn, can only send Machine-Type monsters
Absolute Powerforce (ABPF-EN029)
Black Potan
DARK / Effect Monster / Level 1 / ATK 200 / DEF 100
(Fiend / Effect)
If you control a face-up Tuner monster, this card cannot be destroyed by battle. When a face-up Tuner monster(s) you control is removed from the field, gain 800 Life Points.
(Common)
Pros: Searchable and easy to play
Cons: Relies on a Tuner monster to prevent its destruction in battle, other effect is minimal
Absolute Powerforce (ABPF-EN028)
Gravekeeper's Descendant
DARK / Effect Monster / Level 4 / ATK 1500 / DEF 1200
(Spellcaster / Effect)
You can Tribute 1 face-up "Gravekeeper's" monster you control, except this card, to destroy 1 card your opponent controls.
(Rare)
Pros: Searchable and easy to play, effect is not once per turn
Cons: Limited to an Archetype
Absolute Powerforce (ABPF-EN027)
Gravekeeper's Visionary
DARK / Effect Monster / Level 8 / ATK 2000 / DEF 1800
(Spellcaster / Effect)
You can Normal Summon this card by Tributing 1 "Gravekeeper's" monster. This card gains 200 ATK for each "Gravekeeper's" monster in your Graveyard. If this face-up card on the field would be destroyed, you can discard 1 "Gravekeeper's" monster instead.
(Super Rare)
Pros: Easy to play, has some built-in protection
Cons: Limited to an Archetype, stats are weak for its Level, ATK boost is low
Absolute Powerforce (ABPF-EN026)
XX-Saber Garsem
EARTH / Effect Monster / Level 4 / ATK 1400 / DEF 400
(Beast / Effect)
When this card on the field is destroyed and sent to the Graveyard by a card effect, add 1 "X-Saber" monster from your Deck to your hand. This card gains 200 ATK for each face-up "X-Saber" monster you control.
(Rare)
Pros: Searchable, easy to play and obtain
Cons: Limited to an Archetype, ATK boost is low
Absolute Powerforce (ABPF-EN025)
Koa'ki Meiru Urnight
EARTH / Effect Monster / Level 4 / ATK 2000 / DEF 1500
(Beast-Warrior / Effect)
During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Beast-Warrior-Type monster in your hand. Once per turn, you can reveal 1 "Iron Core of Koa'ki Meiru" in your hand to Special Summon 1 Level 4 or lower "Koa'ki Meiru" monster from your Deck, except "Koa'ki Meiru Urnight".
(Ultra Rare) & (Ultimate Rare)
Pros: Strong stats for its Level, easy to play
Cons: Limited to an Archetype
Absolute Powerforce (ABPF-EN024)
Informer Spider
EARTH / Effect Monster / Level 4 / ATK 500 / DEF 1800
(Insect / Effect)
When this card is sent from the field to the Graveyard by a card effect, take control of 1 Defense Position monster your opponent controls.
(Common)
Pros: Searchable and easy to play and obtain, high DEF
Cons: Effect is limited to monsters in Defense Mode, has to be destroyed by a card effect to be triggered
Absolute Powerforce (ABPF-EN023)
Supay
EARTH / Effect Monster / Level 1 / ATK 300 / DEF 100
(Fiend / Tuner / Effect)
When this card is sent from the field to the Graveyard by a card effect, you can Special Summon 1 "Oracle of the Sun" from your Deck. The ATK of that monster is doubled, and it returns to the owner's hand during the End Phase of that turn.
(Common)
Pros: Searchable and easy to play, is a Tuner monster
Cons: Effects are poor
Absolute Powerforce (ABPF-EN022)
Apocatequil
LIGHT / Effect Monster / Level 4 / ATK 1800 / DEF 1200
(Thunder / Effect)
While this card is face-up on the field, it is Level 5 if you control a face-up Tuner monster. When this card on the field is destroyed and sent to the Graveyard, you can select and Special Summon 1 "Oracle of the Sun" from your Graveyard.
(Common)
Pros: Easy to play and obtain, strong ATK for its Level
Cons: Cannot be a non-Tuner monster, limits what you can Special Summon if destroyed and sent to the Grave
Absolute Powerforce (ABPF-EN021)
Weeping Idol
DARK / Effect Monster / Level 4 / ATK 0 / DEF 500
(Rock / Effect)
You can remove from play 1 Tuner monster in your Graveyard to Special Summon this card from your hand.
(Common)
Pros: Searchable, easy to play and obtain
Cons: Weak stats, no other effect
Absolute Powerforce (ABPF-EN020)
Fire Ant Ascator
EARTH / Effect Monster / Level 3 / ATK 700 / DEF 1300
(Insect / Tuner / Effect)
When this card is destroyed by battle and sent to the Graveyard, you can select and Special Summon 1 Level 5 monster from your Graveyard. Its effect(s) is negated, and it is sent to the Graveyard during the End Phase of this turn.
(Common)
Pros: Searchable, easy to play and obtain, is a Tuner monster
Cons: Weak stats for its Level, can only revive Level 5 monsters from your Grave with their effects negated
Absolute Powerforce (ABPF-EN019)
Oracle of the Sun
LIGHT / Effect Monster / Level 5 / ATK 1000 / DEF 2000
(Spellcaster / Effect)
If your opponent controls a monster and you control no monsters, you can Special Summon this card from your hand. When this card on the field is destroyed and sent to the Graveyard, you can add to your hand 1 "Fire Ant Ascator" or 1 "Supay" from your Deck.
(Super Rare)
Pros: Searchable, easy to play, high DEF
Cons: Weak stats for its Level, other effect can only add 1 of 2 specific monsters from your Deck to your hand
Absolute Powerforce (ABPF-EN018)
Reptilianne Vaskii
DARK / Effect Monster / Level 8 / ATK 2600 / DEF 0
(Reptile / Effect)
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 2 face-up monsters with 0 ATK from anywhere on the field. Once per turn, you can select and destroy 1 face-up monster your opponent controls. There can only be 1 face-up "Reptilianne Vaskii" on the field.
(Rare)
Pros: Easy to obtain
Cons: No DEF, has Summon requirements and a poor final effect, limited to 1 copy on the field
Absolute Powerforce (ABPF-EN017)
Reptilianne Naga
DARK / Effect Monster / Level 1 / ATK 0 / DEF 0
(Reptile / Effect)
This card cannot be destroyed by battle. The ATK of any monster that battles this card becomes 0 at the end of that Battle Phase. During your End Phase, change this face-up Defense Position card on the field to face-up Attack Position.
(Common)
Pros: Easy to play and obtain, mostly good effects
Cons: Changes to Attack Mode at your End Phase
Absolute Powerforce (ABPF-EN016)
Reptilianne Gardna
DARK / Effect Monster / Level 4 / ATK 0 / DEF 2000
(Reptile / Effect)
When this card you control is destroyed and sent to the Graveyard, add 1 "Reptilianne" monster from your Deck to your hand.
(Common)
Pros: Easy to play and obtain, high DEF, good effect
Cons: Limited to an Archetype, no other effects
Absolute Powerforce (ABPF-EN015)
Reptilianne Servant
DARK / Effect Monster / Level 1 / ATK 100 / DEF 100
(Reptile / Effect)
Destroy this card if there are face-up monsters on the field other than this card. Destroy this card when it is targeted by the effect of a Spell or Trap Card. Neither player can Normal Summon a monster while this card is face-up on the field.
(Common)
Pros: Searchable, easy to play and obtain
Cons: Very poor effects, weak stats
Absolute Powerforce (ABPF-EN014)
Dragon Queen of Tragic Endings
DARK / Effect Monster / Level 6 / ATK 1900 / DEF 2600
(Dragon / Effect)
This card cannot be Normal Summoned or Set. This card can only be Special Summoned by controlling 3 or more face-up Continuous Spell Cards. When this attacking card inflicts Battle Damage to your opponent, your opponent selects and sends 1 card from their hand to the Graveyard, and you draw 1 card. During your Standby Phase, if this card is in your Graveyard and was sent there from the field, you can send 1 face-up Continuous Spell Card you control to the Graveyard to Special Summon this card from the Graveyard.
(Super Rare)
Pros: Relatively easy to play
Cons: Not very good effects, ATK is low for its Level
Absolute Powerforce (ABPF-EN013)
Rose Fairy
WIND / Effect Monster / Level 3 / ATK 600 / DEF 1200
(Plant / Effect)
If this card is added from your Deck to your hand by the effect of a Spell, Trap, or Monster Card, you can Special Summon this card.
(Common)
Pros: Searchable, easy to play and obtain
Cons: No other effects
Absolute Powerforce (ABPF-EN012)
Witch of the Black Rose
DARK / Effect Monster / Level 4 / ATK 1700 / DEF 1200
(Spellcaster / Tuner / Effect)
This card cannot be Special Summoned. When this card is Normal Summoned while you control no cards, draw 1 card and reveal it. If the card you drew is not a Monster Card, send it to the Graveyard and destroy this card.
(Ultra Rare) & (Ultimate Rare)
Pros: Is a Tuner monster
Cons: Very risky effect, can't be Special Summoned
Absolute Powerforce (ABPF-EN011)
Sword Master
EARTH / Effect Monster / Level 3 / ATK 1200 / DEF 0
(Warrior / Tuner / Effect)
If a Warrior-Type monster you control attacks your opponent's monster, and the opponent's monster is not destroyed by battle, at the end of the Damage Step you can Special Summon this card from your hand. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent.
(Common)
Pros: Searchable, easy to play and obtain, is a Tuner monster
Cons: Limited to Warrior monsters, too weak to deal piercing battle damage by its effect
Absolute Powerforce (ABPF-EN010)
Dark Bug
DARK / Effect Monster / Level 1 / ATK 100 / DEF 100
(Insect / Effect)
When this card is Normal Summoned, select and Special Summon 1 Level 3 Tuner monster from your Graveyard. The effect(s) of that monster is negated.
(Rare)
Pros: Searchable, easy to play and obtain
Cons: Effect is limited to Level 3 Tuners, negates the Summoned monster's effects
Absolute Powerforce (ABPF-EN009)
Power Invader
DARK / Effect Monster / Level 5 / ATK 2200 / DEF 0
(Fiend / Effect)
If your opponent controls 2 or more monsters, you can Normal Summon this card without Tributing.
(Common)
Pros: Easy to play and obtain
Cons: No other effects, is not Special Summoned by its effect
Absolute Powerforce (ABPF-EN008)
Magic Hole Golem
DARK / Effect Monster / Level 3 / ATK 0 / DEF 2000
(Rock / Effect)
Once per turn, you can select 1 face-up monster you control. Its ATK is halved until the End Phase, and it can attack your opponent directly this turn. During the turn you activate this effect, only the selected monster can attack.
(Common)
Pros: Easy to play and obtain, high DEF for its Level
Cons: Pretty poor effects
Absolute Powerforce (ABPF-EN007)
Power Supplier
EARTH / Effect Monster / Level 2 / ATK 400 / DEF 400
(Spellcaster / Effect)
Once per turn, you can select 1 face-up monster you control. It gains 400 ATK while you control this face-up card. (A monster cannot gain more than 400 ATK from this card's effect.)
(Common)
Pros: Searchable, easy to play and obtain
Cons: Pretty poor effects
Absolute Powerforce (ABPF-EN006)
Battle Fader
DARK / Effect Monster / Level 1 / ATK 0 / DEF 0
(Fiend / Effect)
When your opponent's monster declares a direct attack, you can Special Summon this card from your hand and end the Battle Phase. If this card is Special Summoned with this effect, remove it from play when it is removed from the field.
(Ultra Rare) & (Ultimate Rare)
Pros: Searchable, easy to play, very good effect
Cons: Banishes itself if it leaves the field, requires a direct attack for its effect.
Absolute Powerforce (ABPF-EN005)
Ogre of the Scarlet Sorrow
DARK / Effect Monster / Level 4 / ATK 0 / DEF 0
(Fiend / Effect)
During your opponent's turn, when your opponent declares a second direct attack during the same Battle Phase, you can Special Summon this card from your hand. When you do, this card's ATK and DEF becomes equal to the ATK and DEF of the first monster that attacked directly this turn, if it is still face-up on the field. The turn this card is Special Summoned with this effect, your opponent cannot select monsters other than this card as an attack target while this card is face-up on the field.
(Super Rare)
Pros: Searchable, easy to play
Cons: Requires 2 direct attacks to Special Summon itself, relies entirely on changing its ATK and DEF for benefit
Absolute Powerforce (ABPF-EN004)
Drill Synchron
EARTH / Effect Monster / Level 3 / ATK 800 / DEF 300
(Machine / Tuner / Effect)
While you control this face-up card, during each battle between a Warrior-Type attacking monster you control and a Defense Position monster whose DEF is lower than the ATK of the attacking monster, inflict the difference as Battle Damage to your opponent. Once per turn, when you inflict battle damage to your opponent with this effect, you can draw 1 card.
(Rare)
Pros: Searchable, easy to play, is a Tuner monster
Cons: Requires a 2nd monster to use its effects
Absolute Powerforce (ABPF-EN003)
Tricular
EARTH / Effect Monster / Level 3 / ATK 300 / DEF 300
(Machine / Effect)
When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 "Bicular" from your hand or Deck.
(Common)
Pros: Searchable and easy to play
Cons: Very limited effect
Absolute Powerforce (ABPF-EN002)
Bicular
EARTH / Effect Monster / Level 2 / ATK 200 / DEF 200
(Machine / Effect)
When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 "Unicycular" from your hand or Deck.
(Common)
Pros: Searchable and easy to play
Cons: Very limited effect
Absolute Powerforce (ABPF-EN001)
Unicycular
EARTH / Normal Monster / Level 1 / ATK 100 / DEF 100
(Machine / Normal)

The third of the brothers, following Tricular and Bicular.
(Common)
Pros: Searchable and easy to play
Cons: Poor stats for a Normal Monster
Absolute Powerforce (ABPF-EN000)
Gravekeeper's Priestess
DARK / Effect Monster / Level 3 / ATK 1000 / DEF 1500
(Spellcaster / Effect)
The field is treated as "Necrovalley". If there is a face-up Field Spell Card, this effect is not applied. All face-up "Gravekeeper's" monsters on the field gain 200 ATK and DEF.
(Super Rare)
Pros: Searchable and easy to play
Cons: Limited to an Archetype, negates its first effect if a Field Spell is face-up, boost is weak